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Totte
Übernerd

Posts: 1460
Filters: 107
Plain Weave - wood by ronviers
http://www.filterforge.com/filters/7574.html

- I never expected the Spanish inquisition
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Totte
Übernerd

Posts: 1460
Filters: 107
Nice texture.
I could use this for the commoners who all always have the profession skill "underwater basket weaving" smile;-)

- I never expected the Spanish inquisition
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Kraellin
Kraellin

Posts: 12749
Filters: 99
nice!
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Indigo Ray
Adam

Posts: 1442
Filters: 82
The wood looks very cool smile:) , but if you downscale the texture, it looks awfully blocky. smile:| If you could thin the strands just a little, it would look a lot more convincing.
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Targos
Game Dev
Posts: 196
THis is nice, I'd love to see a normal map generated too..
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Totte wrote:
for the commoners

The update has a waviness slider - maybe it will keep them from looking too professional. smile:)

Quote
Kraellin wrote:
nice!

Thanks smile:)

Quote
Indigo Ray wrote:
thin the strands just a little

Do you mean the stringiness that results from too much grain definition?
Quote


Targos wrote:
a normal map

Here is the update without the surface components.


Plain Weave - woodSmp.ffxml
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Here it is with them:

Plain Weave - woodSrf.ffxml
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Does anyone have an opinion as to whether the cost in time is worth it? Or any other suggestions for that matter.


Fyi, in this update I added a slight pinch and rolloff where the weave crosses to make it a little less faky.

Thanks to everyone. smile:)
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Btw, if the cost in time is not worth it, I will still leave the surface components inside for anyone that needs them. Also, I did not add the wood grain to the height channel, but if anyone thinks that would be helpful then I can.
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Ok, here is the new look. I went with simple but left the surface components available just in case. Plus, I found an entire branch of redundant components, so that should speed things up a bit.

@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Btw Totte, it still does the old look - for the commoners. smile:)
@ronviers
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Redcap
Redcap

Posts: 1290
Filters: 100
I love the effect, my only beef with it is if you pick one thread and follow it, it changes colors about 5 times, and throws off the illusion of a basket weave just a little bit. Still, it is an awesome filter. smile:)



If you are bored check out my unpractical math website
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Hi Redcap – thanks very much for the feedback and for taking the time to look at it. The problem with the color changes can be corrected by backing off on the 'grain distribution' slider. I guess I should have been paying more attention on the presets. Here is an example with the grain distribution reduced.

@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Since it appears that nothing is going to post tonight I will go ahead and post the submitted filter here. Just in case anyone is interested. smile:|

Plain Weave - wood - forum.ffxml
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Indigo Ray wrote:
thin the strands


I get it, finally, by strands you are talking about the individual elements that make up the weave – duh. smile:deer: I just thought, 'what the hell are strands'? Even when Redcap mentioned strands, I thought he was talking about the fibrous parts of the wood. In my mind, I have never thought of these as separate elements. So you were thinking 'thin the strands' and I was thinking 'decrease the density of the weave' – funny. Oh well, the result worked out - sorry for my slow wittedness. smile:) and thanks again for the feedback.
@ronviers
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Redcap
Redcap

Posts: 1290
Filters: 100
Wow, that's more like, now I have just one more beef... If you look at the fibrous tines in the fluxal areas you will see that they are a little squibbly. I think I am clear... smile:D



If you are bored check out my unpractical math website
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Quote
ronviers wrote:
'decrease the density of the weave'

Yeah, that's it! Much better! Maybe you could make a density slider so everyone is happy. And it's not just you, I was at a loss of a proper word, so I just went with "threads".

Quote
Redcap wrote:
fibrous tines in the fluxal areas

Indubitably!
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Redcap wrote:
fibrous tines in the fluxal areas

LOL smile:D I had to google tines - that's a good word.

Quote
Indigo Ray wrote:
make a density slider

Aboslutely, the new one, which hopefully will post tonight, has a 'weave density' slider. smile:)
@ronviers
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Ok! The latest version has posted. smile:) Don't forget to delete your local copy, force your browser to refresh and insert the nanotated disk into the time tube.
@ronviers
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Targos
Game Dev
Posts: 196
Great work and thanks for the normal map support smile:bunny: smile:bunny:
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Targos wrote:
Great work

Thanks smile:)

Quote
Targos wrote:
thanks for the normal map support

Happy to do it. I added the wood's grain to the height channel also - you can put a slider on the opacity of the blend to dial in the amount you need.
@ronviers
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Redcap
Redcap

Posts: 1290
Filters: 100
Hopefully you didn't google fluxal. (*I made the word up*) smile:D



If you are bored check out my unpractical math website
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